This update has affected AI all around the game, and there are 2 things in particular we're interested in: fiends not pulling in on 360, and margos quickly breaking to the team during spikes. We need to adjust our tactics to deal with this.

1. Have the trench tank pull the right and middle hills on 360, and the MT wall for fiend waves, with the emo standing back on the edge of cast range. The spikers should also stand back, so the fiends pull in. The MLK can still pre-cast Wastrel's on those fiend waves, but he needs to EE back before actually spiking. The IaU will pull the left hill on fiend waves (third, fourth, and sixth).
This tactic is actually an improvement on the previous meta, because fiends should pull in a lot more consistently, and SoH isn't even needed on MT.

Unless there is some way to make the MT super squishy (without dying), I think we should also have him wall on clover. Spirit Bond, Infuse, and a direct Seed should be enough to keep him alive, especially since the emo won't be constantly rupted. There is a chance that with Shadow Form rupted, and poor timing on Spirit Bond and Seed, Recall could get stripped, but this seems no more likely (and less calamitous) than the emo getting killed in our current tactics.
This doesn't work for 6-0, though. Typically, most of the mobs arrive long before the MT does, and finding a good wall spot while doing the pull is next to impossible.

2. When a city spike is really bad, spikers get killed, but it's not the damage that's the real threat - it's the AoE rupt from Cry of Frustration. This is the fastest skill the margos have (tied with Power Leak, another rupt) - it has in the area radius, and when you consider that every ball contains multiple Kayas, this can be enough to shut down an entire spike. It's more important than ever for spikers to go in together i.e. don't be early or late to a spike, but do try to spread out so not everyone gets hit by the same Cry of Frustration. It's also particularly bad for the tank to leave off damage, especially when spikers have to walk deep into aggro to reach their target.
Is there anything we can do to our tactics to counter this e.g. have the MLK spike the second outside ball instead of being a HoS target?

1. yea that was my first idea and we've been trying that. It might need more testing as I've only done it a few times, but looks good for now

2. I think the most important part is treating every city spike like Fury spike. Just don't autorun into balls and you'll be fine. Spreading out is unfortunately often not an option. Reverting the MLK change would make a mess inside city like it was before, plus that spike is the one where you can spread out and aggro individually, so there is no reason at all for VoR and 2 esurges to be rupted. After that, rupts cant hit everyone. Basically if the spike fails its because spikers played it badly imho.